Spore Guide by remanemporor
Spore on SuperCheats.com

--- Spore ---

Created by: Remanemporor
Version: 0.90
Date Started: 6/6/2010
Date Updated: 6/24/2010

This is a gameplay guide. Sadly, it doesn't contain lists of every
single part you can get, or the objects in the creators. I'm WAY too 
lazy to do that. This is a gameplay guide, designed to help you through 
hard parts (there aren't many) and to find out some things you didn't 
know.

Contact me for ANYTHING that you think should be added, removed, 
expanded, contracted, replaced, transposed, inverted, or changed in any 
way (I'm lonely enough that I will respond to almost anything). If you 
see any typos, tell me. Any bad info, tell me. I will give you credit.

Contact: Remanemporor2@live.com
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Table of Contents

[1] Introduction
   [1.1] The Game
[2] Cell Stage
   [2.1] Creating Your Cell
   [2.2] The Environment
   [2.3] Collecting the Parts
   [2.4] Health
   [2.5] The Walkthrough
   [2.6] Achievements
   [2.7] Tips/Notes
[3] Creature Stage
   [3.1] From Water to Land
   [3.2] The Surrounding Terrain
   [3.3] Food
   [3.4] Nests
   [3.5] Stats
   [3.6] Abilities
   [3.7] Allies and Enemies
   [3.8] The Parts
   [3.9] Plans of Progression
   [3.10] The Walkthrough
   [3.11] Achievements
   [3.12] Tips/Notes
[4] Tribal Stage
   [4.1] RPG to a RTS
   [4.2] Where are we?
   [4.3] Food and Domestication
   [4.4] Home, Healing, and Babies
   [4.5] Clothing and Stats
   [4.6] Don't be a Tool, Use Tools
   [4.7] Abilities
   [4.8] Paths of Progression
   [4.9] The Waklthrough
   [4.10] Achievements
   [4.11] Tips/Notes
[5] Civilization Stage
   [5.1] Sid Meier's Civilization
   [5.2] Its a Small World
   [5.3] Building Your City
   [5.4] The Creators
   [5.5] Interacting With Natives
   [5.6] Making Money
   [5.7] Abilities
   [5.8] Ways to Conquer the World
   [5.9] The Walkthrough
   [5.10] Achievements
   [5.11] Tips/Notes
[6] Space Stage
   [6.1] The End of a Long Journey
   [6.2] Your Spaceship and Tools
      [6.2.1] Diplomatic Tools
      [6.2.2] Military Tools
      [6.2.3] Main Tools
      [6.2.4] Colonization
      [6.2.5] Others
   [6.3] Colonization
   [6.4] Peace
   [6.5] War
   [6.6] Making Money
   [6.7] Abilities and Archetypes
   [6.8] Roads to Galactic Domination
   [6.9] The "Walkthrough"
   [6.10] Badges
   [6.11] Is it Really Over?
   [6.12] Wormholes
   [6.13] The Grox
   [6.14] Dash to the Center
   [6.15] Vive le Sol!
   [6.16] Collecting
   [6.17] Other Things to Do
   [6.18] Achievements
   [6.19] Tips/Notes
[7] Other Stuff
[8] Version History
[9] Copyright

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[1] Introduction

This is my first attempt at writing a FAQ, so I picked a game that was 
easier to write for. Spore has been out for about a year and a half now, 
and is quite an open game, so it looked like a good place to start.

[1.1] The Game

Spore is an RPG, RTS, and god game smashed together, and although it 
has a childish/animated appearance, it is something that has much depth,
and you will probably have to play it at least several times to fully 
appreciate it.

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[2] Cell Stage

The beginning of life, first you have to choose whether you will be a 
carnivore, herbivore. If its an omnivore you're seeking, you will have 
to wait for a bit. This stage is divided up into 10 "levels". Every time 
you grow in size twice, you gain a level. This can be seen at the bottom 
of the screen.

[2.1] Creating Your Cell

You get to create your cell from the galaxy screen with a few clicks of 
a button. It seems insignificant, but there are several things that have 
already been determined. Your planet has been created and named in the 
exact location in the galaxy you picked. This means that if you picked a 
location far away from the center, you would have to travel a longer 
distance or find a wormhole to get there. You have also determined what 
food you eat, but that can be changed. 

What parts you attach to your creature depends on what type of food you 
eat and what strategy you have. The mouth of course will be 
predetermined, and the eyes don't really matter, but what does matter 
are the defensive parts. The spike, poison, and electrode can all easily 
be used for any type of cell you have. You can be decked out from head 
to toe in spikes with the carnivore just as easily as the omnivore. But 
do you want to be a slow, lumbering defensive type of cell, or do you 
want to be the quick, speedy type that can dash around and attack from 
behind?

Generally speaking I like to have my herbivore be covered in spikes, 
because speed doesn't really matter if you're not trying to destroy 
other cells. If you take the meat eating approach, you could try the 
spike shield, because predators will often throw themselves against you 
time after time in a suicidal charge and then explode into food that you 
can eat. However a more efficient design would be to have some poison 
sacs that can help to stun and kill your prey behind you, and to some 
extent to your sides.

[2.2] The Environment

The world around you is teeming with a bounty of food, other cells, 
swift moving currents, and lots of bubbles. While it may not seem 
apparent at first, the ability to destroy or swim around obstacles can 
form a major part of your plan. Being able to pin a helpless creature 
against a shell and a rock might finally let you kill them and get that 
part you were searching for.

Flow fields are those currents that can increase your speed if you 
travel with them, or dramatically decrease your speed if you try to go 
against them. These can deliver you into the mouth of a hungry epic if 
you aren't careful, but can also be used for good. If you can get your 
prey to swim parallel to these, you can "slingshot" yourself forward and 
attack them when they would otherwise escape.

Bubbles are perhaps the most common occurrence, and can be used to 
distance yourself from an enemy if the need arises. They can be popped 
easily with a spike or a mouth, but I have found that sometimes the 
filter mouth has trouble with this.

Unbreakable objects such as crystals, shells, and random debris cannot 
be destroyed, and so you must simply go around them.

[2.3] Collecting the Parts

Parts can be collected through 2 methods. The first, most obvious method 
is through attacking enemies with that part, but there are a few 
criteria before they drop it. If they will drop a part, they will have a 
yellow star by their name. Alternatively, you can get them through 
meteors.

To get it from an enemy, they must first have that part on them, then 
you must defeat them. They won't drop it if they are prey sized 
(significantly smaller than you) so you must get it from cells of your 
own size, predators, or by defeating the epics. The easiest way to kill 
an epic is by getting a spike next to your mouth (or even at the front 
of your cell, in place of your mouth) and then ram them several (8-10) 
times. When they finally capsize, they won't give you any food, but they 
will give you access to a part slightly earlier, allowing you to gain 
its benefits quicker.

You can also get the part from meteors, but they don't come at timed 
intervals so you can't plan on it. Also, you can get the spike by 
keeping the tutorial on. The black fish will eat the pokey, and it will 
leave behind the part. I have also seen on very rare occasions (so rare 
that it is probably a glitch, but still) that sometimes if I am in the 
vicinity of an enemy killing another enemy with a part I need, the part 
will be dropped. I'm not exactly sure on this though, so it might just 
be a fluke.

[2.4] Health
Every living thing in the cell stage has 6HP, but some are killed faster 
than others. You can eat prey instantly, while peer sized cells take 3HP 
a hit and when you take on predators, you only take down 2HP. The 
converse is true for you. You are killed instantly by epics, it takes 2 
hits for predators, and 3 hits for same sized cells. You replenish 3HP 
for every food piece you eat.

[2.5] The Walkthrough

This will detail how to best accomplish the cell stage (in my opinion) 
and to build the foundation for which the rest of your game will be 
built upon.

The cell stage if broken up into 10 "levels", each with 2 sublevels. You 
can see where you are at the bottom of the screen. There are 4 dividers 
on the bottom, and in between each of those represents 2 levels. When 
you grow up a level, you get substantially larger and will encounter new 
predators, prey, epics, and scenery. When you go up a sublevel your cell 
becomes larger but the same creatures will still be around you.

There are 3 paths from which to complete this stage, but you can switch 
around as you progress. If you start out as an herbivore, but then 
decide to become more aggressive, plop on a carnivorous mouth and you 
will become a carnivore. This is the only way to become an omnivore, as 
it is not one of the choices at the start of the game.

Level 1 starts off with you breaking out of the crater. You will find 
lots of food and your first rival, the Minno. If you can you could try 
to eat him, but there is lots of free food around for both meat and 
plant eaters, so you don't have to.

Levels 2 and 3 move on to your first predators. These guys will try to 
eat you, so either defend or try to eat them first. This is also the 
first time you will get to change your creature, so take this 
opportunity to give him new parts, a name, coloring, etc. If you are on 
easy and have the tutorial on, you will be given the spike part, or you 
could try to take it from another creature. If you are going the 
omnivorous route, you should save 15 DNA for the other mouth (if you 
have the filter mouth, get the jaw, and vice versa). This will allow 
you to eat both meat and plants, and is an easy way to help you before 
the coming of the proboscis.

Levels 4 and 5 let you encounter your first large plant chunk, which 
always has lots of food for any cell.

By levels 6 and 7 You should have crossed most of your parts, including 
the coveted proboscis (for omnivores). You should have also received the 
cilia part, which cost just as much as the flagella, but allows for 
better turning. 

Levels 8,9, and 10 are all pretty much the same. Keep eating food, and 
be wary of predators. The only creature of note is Maa, which spawns 
little eggs that turn into Juniors. If a junior is prey sized he can get 
past spikes without getting damaged, so watch out. Finish your last food 
piece to move on to the creature stage!

[2.6] Achievements

This section details on all of the cell stage achievements, and some 
tips on how to get them

Aluminum Cell-Finish the cell stage on hard difficulty
I've found its easiest to do this as an herbivore with many spikes

Landfall-Finish the cell stage

Pacifist-Finish the cell stage without killing another cell

Completist-Unlock all the parts in cell stage

Speed Freak-Finish the cell stage in under 8 minutes
Hardest speed achievement to get, use lots of movement parts (obviously)

Cell Addict-Finish the cell stage 25 times

[2.7] Tips/Notes

-One of the starting cells as an herbivore has 2 sets of eyes, which 
means an extra 5 DNA. 

-The proboscis can attack through spikes.

-If you see another cell with a part you need, and it gets eaten, the 
part may pop out, allowing you to collect it without doing any work.

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[3] Creature stage

You have finally managed to clamber up onto land. It is a land full of 
possibilities. It is also a land full of danger. The game goes into a 
more RPG style from the Pacman like cell stage. You can meet and ally 
with other creatures, attack and seize their nests, go exploring for 
hidden artifacts, and just generally fooling around. This stage is 
broken down into 4 distinct levels.

[3.1] From Water to Land

The main difference you'll notice from cell stage is that you NEED food 
to survive. It isn't that hard to get, but it still is a priority that 
should be checked from time to time.

You will also be able to ally with other creatures and add them to your 
pack. Other creatures now have a diplomatic stance with you (allied, 
happy, neutral, territorial, and aggressive) that can change by the 
actions you do around them. Impress them, and they'll like you. Kill 
their babies, and they might have a less than favorable outlook on you.

You have a nest that you need to return to in order to heal, mate, and 
rest. No more having a mate come and find you!

Finally, you can pick up some objects when you have arms. They can have 
interesting benefits.

[3.2] The Surrounding Terrain

There is a big world out there! Here is what you must be aware of as you 
make your journey through (creature) life.

There are many notable objects in this world that you can go out 
exploring for. The first is the spaceship. Oftentimes you can see one 
orbiting around and trying to abduct creatures. This will scare nearby 
creatures and puts diplomacy and war at a standstill (unless you are 
still attacking them). The rarer occurrence features a spaceship smashed 
into the ground. You can go check it out, but not much happens.

Meteor showers will occasionally appear, and they will stun you if one 
hits. They will scare nearby creatures, so you could use these to escape.

You can gaze across the sea, but if you go into it to far, a giant fish 
gobbles you up. 

Spice geysers aren't that important for now, but if you move into one, 
it will shoot you up into the air, giving you a good look at the 
surrounding area and possibly helping you with the Flight of the 
Bumblebee achievement.

Finally, their are two objects you can pick up when you have hands. 
Sticks are found almost everywhere and can be used to peel off creatures 
from their nests. This can help you avoid a huge fight if you are a 
militaristic creature, or help you with allying.

The other object is a shell, found only at the beach. This can be 
chucked at enemies, and if it hits it stuns them. This can obviously be 
a great thing if you are attacking them.

[3.3] Food

Food is vital to your continued survival, so having a continuous supply 
is necessary.

The creatures that can eat plants have a clear upper hand, as food is 
almost everywhere. Just run to the nearest bush and chomp down.

Carnivores have to kill their food. This means they must almost always 
be killing something. One carcass, however, can satisfy most of their 
needs.

Eggs can also be eaten for food and a nice DNA bonus.

[3.4] Nests

The nest is the home base of any species. For you, it is where you heal, 
gather allies, and mate. For others, it is the main place to congregate 
and defend. When you manage to kill off another species completely, you 
can use their base to heal. If you decide to ally with a species, you 
can go to their nest to gather allies.

As the game progresses, your species will decide to migrate. It is up to 
you to follow them. Luckily enough, there is a dotted line on your 
minimap to guide you. When you arrive you will create a new nest and 
gain some DNA.

By level 4, you will have the option to migrate if you want to. You 
should check it out and see if there is a spot by the water. If you 
manage to nab one, it will help you greatly in the tribal phase by 
speeding up food production via fishing.

[3.5] Stats

There are many stats in the creature phase, and can be divided into 3 
broad groups: aggressive, diplomatic, and utility. They can each reach a 
maximum level of 5 (except sight, mating call, and graspers). By adding 
newer and better parts you will raise the level of the skill and become 
more proficient at it.

The aggressive ones are bite, charge, strike, and spit. By upgrading 
their levels, you increase damage. Bite is your basic attack with a 
quick cooldown. You should try to upgrade this if at all possible. 
Charge is a long distance attack. This is best used to chase fleeing 
enemies, or to start an engagement, because of its stun. Strike is your 
heavy duty attack, dealing lots of damage, but with a much slower 
cooldown than bite. Finally there is spit, your only ranged attack that 
is a damage over time. You can use this to peel off enemies from their 
base one at a time.

The diplomatic stats are sing, dance, charm, and pose. By upgrading 
these you are able to fill the impression bar quicker than your rival. 
For instance if creature A has a sing level of 4, and creature B has a 
sing level of 3, creature A would be able to fill the bar quicker than 
creature B, and therefore ally with him. 

The main utility stats are health, speed, sprint, jump, glide, and 
stealth. With every level of health you have, you get your base health 
+5%. So a creature with 40 base HP with a health level of 3 would have a 
total of 46HP. Speed affects how fast you generally run. Sprint is a 
skill that dramatically increases your speed for a short time. Upgrading 
both of these increase speed. Jump and Glide work together to see how 
far you can fly. Upgrading jump lets you go higher, while upgrading 
glide lets you fly longer. Finally, leveling up stealth makes you more 
sneaky, and other creatures will notice you less.

[3.6] Abilities

These are the abilities you have earned from the cell stage. There aren't
many now, but they can have a dramatic impact on your game.

-herbivore cell: Siren Song
Use this to make it easier to socialize with other creatures.

-omnivore cell: Summon Flock
sends a flock of a semi-random creature to you. Useful for socialization 
and combat.

-carnivore cell: Raging Roar
scares off nearby creatures. Great if you are losing a fight.

[3.7] Allies and Enemies

You will encounter many other species as you make your journey through 
the creature phase. Some will be friendly, while some will attack you on 
sight. Some creatures will like you enough that you can add them to your 
pack, and they will help you as you progress.

There are 5 stages of what creatures think of you. Green happy face 
means you are allied, and you could add them to your pack. Blue smiley 
face means they will like you and never attack you, as long as you don't 
attack them. Yellow is neutral and they will be inquisitive about you. 
Orange can mean two things. An =O face with an exclamation point means 
you have killed some of their tribe and you scare them. A >=( face means 
they are territorial and will attack you if you are around for too long. 
Finally there is the red face. If they get the red face, you can never 
ally with them and they will always attack you on sight.

Other creatures of your flock will always be happy with you and never 
attack you. You can fall back to your nest if you are getting beaten and 
some allies who aren't even in your pack will help you. You should add 
these guys to your group if you can't get anyone else, because they have 
the same diplomatic skills as you so you will always win (even if you 
only have a sing of level 1). 

If you are a peaceful creature, you could go around to other species and 
add them instead. It could be wise (especially on higher difficulty 
settings) to get at least 1 creature that is good at attack. You might 
use him only as a diversion until you run away to safety, but it can 
save your life many times.

[3.8] The Parts

You will need newer and better parts as you progress. There are 2 ways 
to get them. 

You could get them from killing alpha creatures. This tends to be hard 
because alphas get a 20% bonus in health. If you do manage to though, 
you will get a good part (mouth, hand, foot).

They can also be gained from unearthing skeletal piles. The smaller ones 
give you aesthetic parts (arms, legs, details) while the big ones give 
you a good part. Epics tend to have lots of big piles around where they 
stay, so luring them away and sneaking in and getting them is always a 
good strategy.

[3.9] Plans of Progression

There are 2 ways of making your way through the creature phase. You 
could be aggressive, or diplomatic. You could also be a combo, if you 
are an omnivore.

To do it the diplomatic way, you must run up to them and try to ally 
with them. You do this by filling their impression bar quicker than they 
fill theirs. You do THAT by having higher skills than they do. Also, 
allies can help you with this, but if they don't have a skill, they 
won't be of any help.

The other way is to straight up kill them. I think this is easier, as 
long as you have a pack with you. Just peel them off from their base one
at a time with spit, and then destroy them when they are out of cover.

[3.10] The Walkthrough

This stage is divided into 4 distinct levels, each representing a base 
health gain and a new pack slot. These can be viewed at the bottom of 
the screen.

You start out in level 1 with 10HP, and a small nest next to the beach. 
You will have 2 missions from the start. You must eat some food for 
starters (there are many trees for herbivores, and a dead animal near 
your base for meat eaters). Then you must collect a part (there are also 
some skeletons that you can unearth near your base, so this shouldn't be 
hard). After this, you are tasked with either allying or destroying a 
nearby species. This isn't hard. If you are going to kill them, the 
creatures who aren't being attacked will run away, allowing you to pick 
them off one at a time. If you are being diplomatic, only one creature 
will socialize at a time. After destroying or allying with 2 different 
species, you will level up.

Level 2 gives you a pack slot, 15 base HP, and an increase in size. You 
can still socialize and attack them 1 at a time, but occasionally others 
will come to their pack mates aid. To counter this, you can get one of 
your species into your pack, and he will help fight and ally. You could 
also get another member from a species that you have allied with, if you 
chose to do so. Towards the end of the level, your pack may decide to 
migrate to a new location. If they do, just follow them to a new nest 
and receive a small DNA bonus. Ally or kill other creatures until you 
grow again.

Level 3 is probably the hardest level. You get another pack slot, 25 HP, 
and another increase in size. It is the hardest because you only have 2 
pack slots, but other creatures will now always help their ally in 
combat and in impression, so picking off creatures from their nest is 
vital here. You may see some creatures with 40 or more HP. If you see 
them, it is best to avoid them. They are more experienced than you and 
will probably destroy you if you attack them, or outimpress you if you 
try to ally. If you see that they are terrible at diplomacy, you could 
try to ally with them, and gain a member with over 40HP. This also 
applies to rogue creatures. If you manage to ally with them, you will 
have a huge advantage. Towards the end of the level your pack may move 
again, so just follow them to a new location. Kill and ally until you 
grow to full size.

Level 4 is still tough, but easier than level 3. You get your final pack 
slot, bringing you up to 3. You also get 40HP and your final increase in 
size. I like this part the most because when you get all of your pack 
mates, you can charge into an enemy base, and an epic fight ensues. You 
are also able to have 3 to help you ally, which levels out the playing 
field. If you want to, you could try migrating again to see if one of 
the spots is close to the ocean. As stated before, if you are able to 
grab one, tribal stage becomes easier. Thats about it. Just keep killing 
and allying with the different species and you will move on to the 
tribal stage.

[3.11] Achievements

-Iron Creature: finish the creature stage on hard difficulty
I did it peacefully, but it was tough

-Evolver: Finish the creature stage

-Everyone's BFF: Finish the creature stage by befriending 20 other 
species
This can be done after level 4, when you have 100 HP

-Foe: Extinct 20 other species in the creature stage
As above, can be done after level 4 when you have 100 HP

-Max Power: Build a creature with max stats in 4 areas while in creature 
phase
Can also be done after level 4, just collect lots of DNA, and max out 
your aggressive traits if you are a carnivore or diplomatic traits if 
you are peaceful

-Survivor: Finish the creature stage without dying

-Socialite: Meet 200 creatures made by other players

-Flight of the Bumblebee: Fly over 200 meters without touching the 
ground
Spice geysers can help

-Devourer: Eat 50 different species across any number of games

-Village Folks: Have three posse members from different species

-Speed Demon: Complete the creature stage in less than an hour

-Bestial: Complete the creature stage 10 times

-Cerberus: Evolve a creature with 3 heads
Have original head, then put on arms, take hands off of the arms, then 
put heads in their place

-General Custer: Lead 30 posse members to their deaths
Can be done across many games

-Epic Killer: Kill an epic in the creature phase
Have level 5 spit, sometimes they won't come up and grab/attack you. 
They will just sit and roar at you. I think its a glitch but wait till 
it happens then spit them to death.

-Slugger: Finish creature stage without legs
Easiest to do if you are a carnivore, as you can live without charge. 
It's hard to make it through allying people without dance.

[3.12] Tips/Notes

-If you see nobody at your nest to add to your pack, you can use the 
mating call, and someone will appear. This can be repeated forever many 
times, but only one mate can exist at a time. When they are added to 
your pack, they are not a mate.

-Making your creature have a longer neck can allow you to reach food on 
the trees, But considering how much food is around, this shouldn't be 
needed.

-Killing the baby of a species immediately turns them to hate you (the 
red face) and they will always attack you on sight.

-If you have a good stealth value, you could try to sneak into a species 
nest and eat their eggs. This gives a good DNA boost, but seriously 
ticks off the species that you did it to.   

-If you have a good jump value, you could fight an enemy entirely with 
spit by simply jumping when they get close to you.

-Some nests you may come across contain cocoons. These are brown, slimy 
looking things that you can't interact with. Eventually, when you grow 
enough, they will pop and a new species will be created.

-As you make your journey through this phase you may find some nests are 
already dead, even if you've never attacked the creature ever before.

-If you have 3 pack members from different species and you go into the 
tribal phase, your 3 members will become domesticated animals.

------------------------------------------------------------------------

[4]Tribal Stage

With your enlarged brain, you have finally decided to form a sort of 
society. You will first be forced to all be farmers, but as time passes, 
you can specialize into many different professions, such as healers, 
fishers, farmers, diplomats, and soldiers. You, of course, are absolute 
dictator. This stage is broken up into 3 distinct levels and a total of 
6 sublevels.

[4.1] RPG to a RTS

The first 2 phases of the game were focused on you alone. You had allies 
but they only helped to serve you. Now, you must look after your entire 
tribe, and your base. Food is now the prized commodity, as you are no 
longer evolving. 

The biggest difference apart from the RTS change is that your creature 
can no longer change. You are now stuck with it, for better or worse, 
through your entire game. Now, to gain stats and become a better tribal 
member, you must use the tribal outfitter.

Each tribe has a certain opinion of you. Green is allied, and they will 
occasionally give you gifts of food. Blue is happy, and they won't 
attack you or lower opinion unless you attack them first. Yellow is 
neutral. These guys won't attack you on sight, but they are prone to 
lowering their opinion of you from time to time. Orange will attack you 
on sight, and will send out raiding parties to try and steal your food. 
If left alone on hard mode, they will lower their opinion again to red 
face. The red faced tribes will attack on sight and send out raiders to 
try to demolish your tribe.

[4.2] Where are we?

Your environment hasn't changed much from the creature phase, but now 
you get a birds eye view of things. There are still species huddling 
around a nest, and there are trees with berries on it that you can 
collect. The exact location of your base will be where your nest was in 
creature phase. Hopefully, it is by the ocean, so you can go fishing for 
quick and easy food.

[4.3] Food and Domestication

All of your tribe needs to eat, even the chieftain. Food is also used 
for the production of babies and buildings. All of these being so, it is 
important to have an adequate supply of it. Over the course of the 
tribal stage, you will need about 250-350 food, depending on your 
casualty rate. There are 5 ways of collecting it.

The easiest way is to fish. It is fast, and reliable. If done for too 
long, however, your output will be decreased until the fish can 
repopulate. Even so, having at least 1 member fishing will have you gain 
food quite fast. The downside is that it becomes less efficient the 
further away you are from a fishing hole, so being by the ocean is 
beneficial.

You could also gather food from the land environment. If you can eat 
plants, you're in luck. Having about 1 or 2 members farming the 
surrounding bushes at all times ensures that they reproduce quickly 
enough, yet you still get a good amount of food.

Carnivores have to go on hunting raids to collect their food. Because 
tribes have over 100 HP, killing wild animals shouldn't be hard, but 
they will attack you back and even kill low HP members. You can kill off 
an entire nest of creatures, but eventually they will replenish over 
time.

The 4th way to get food is to steal it from another tribe. Obviously 
this will tick them off and they will attack you, so this shouldn't be 
your primary source. Food in a rival tribes stash will remain there 
after you have destroyed them, do you should take it back with you when 
you return home.

Finally, you can domesticate animals for 10 food. I highly recommend you 
domesticate 3 creatures. This allows you to have 1 member always 
collecting eggs. Leave the one tribe member to collect when you go out 
to fight or ally with another tribe, because you need to leave one 
member at base to not get food stolen. With one member, you can guard 
your base AND gather food at the same time. Very beneficial if you ask 
me.

[4.4] Home, Healing, and Babies

Your home base is where your members go to eat, rest, and drop off food. 
It is also where babies are produced and tools created. If your central 
hut is destroyed, so are you. Obviously you should protect this at all 
costs.

While it may be tempting to have your entire tribe move out to attack a 
nearby village, you should keep at least one person back to hold down 
the fort. If you don't, other tribes could steal your food and wild 
animals will come in and eat your food and attack your babies. The most 
efficient way to leave someone behind is to get 3 domesticated animals
and have him collect their eggs. This knocks out 2 birds with one stone.

After a raiding party comes back, there will almost always be wounds to 
be tended to. Healing is essential to the longevity of your village. The 
fastest way to heal is to eat. This will give about 20-30HP. But what if 
the wounds run deeper than that? Obviously you don't want to waste 3-4 
food just for healing one member. Simply by staying around your hut your 
members will gain health after a while. This is a free and efficient way 
to keep your tribe in fighting shape. One last method is to make 1 or 2 
people shamans by giving them healing rods. These guys can heal very 
fast, and have the benefit of not having to be back at base.

The final thing you must do at your base is to produce babies. Each of 
them cost 10 food. When you buy one, an egg rolls out of the main hut. 
It cracks and a baby is produced. It takes about 30 seconds for them to 
reach adulthood, and during this time they are extremely vulnerable. 
Wild creatures may be prone to attacking them, so take extra care not to 
let anything near them.

[4.5] Clothing and Stats

Since you can no longer evolve your species, the only way to make it 
better is through clothing. You will gain clothing as you kill or ally 
with other tribes. There are 5 stats in the clothing panel, of which, 4 
are alterable. Each stat has 5 levels, with each level meaning you get 
bigger bonuses

Movement is the only thing that is stuck in stone. This one is 
determined by what type of feet you had during the creature phase. The 
speed you have now is the same as it was then.

The gathering trait allows you to gather food faster, especially from 
fishing holes and berry trees. The combat trait allows for you to hit 
harder during combat, and consequently kill your enemies faster. The 
social trait allows for you to better impress rival tribes. Some tribes 
(notably the one with 12 members) can only be impressed with the social 
trait at level 4 or above.

Finally, there is the health trait again. For each level, you take less 
damage from attacks. This helps you to absorb more damage and live 
longer.

[4.6] Don't be a Tool, Use Tools

Tools allow your members to become specialized in a certain skill, 
whether it is healing, gathering, befriending, or killing. You will gain 
new tools as you kill or ally with different tribes, just like your 
clothing. There are 9 tools that can be created, but you only have 
enough room in your village to have 6 at a time. They can be broadly 
categorized into 3 groups: utility, war, and social.

The utility group is for gathering and healing. The healing staff allows 
your members to heal others. The gathering canes makes your berry 
gathering significantly faster. The fishing spears speeds up how long it
takes to get fish from the sea.

The war groups goal is to kill the enemy faster. The stone axes 
drastically increase how much damage your tribe does to other tribe 
members. I usually use a bunch of these and kill everyone, then take on 
the main hut. The flaming torches help you kill buildings, so you could 
sneak around and try to burn down a rival tribes hut if most of them are 
away hunting. The throwing spears give your members a ranged attack. 
These can help support your stone axemen, and are quite proficient at 
taking down epics.

The social group allows you to socialize with other tribes. The 
instruments are the maracas, flute, and didgeridoos. You should have 
about 2-3 tribe members on each instrument when you try to ally with 
another tribe.

[4.7] Abilities

You now have 2 consequence abilities. One from cell stage, and one from 
creature stage. These will help you gather food, and win over other 
tribes.

-herbivore cell: Refreshing Storm
Bushes will be replenished with berries and some will drop from the 
trees. Good for early gathering of food.

-omnivore cell: Flying Fish
A sea monster will jump up and scare fish from the sea. Good for early 
gathering of food.

-carnivore cell: Traps
Your chieftain will lay down a trap that attracts and kills nearby wild 
animals. Good for early gathering of food.

-social creature: Fireworks
Your chieftain lays down some fireworks that raises relationships with 
other tribes.

-balanced creature: Beastmaster
Your chieftain calls upon nearby wild animals to help socialize or fight.

-aggressive creature: Fire Bombs
Your chieftain throws up fire bombs that damage nearby enemies and 
structures.

[4.8] Paths of Progression

There are two ways to win over another tribe. You can conquer them, or 
you can ally with them. 

To conquer them, you will need to make use of the war tools, such as 
stone axes. There are many strategies for defeating another tribe. One 
such strategy is to charge in with all stone axemen, kill everyone, then 
burn down the hut. You could also use half axemen and half spearmen. 
This allows some to take the damage while the spearmen support. You 
could also go all fire torches, and try to destroy the main hut before 
they can react. Finally, you could do half stone axes, half fire torches,
 and have the axes distract while the torches burn.

To ally, have 2-3 members on each social tool you own, have the highest 
diplomatic ranking from your clothing, and allying with other tribes 
will be a piece of cake. If they start to dislike you (orange or red 
faced) just bribe them to bring them up to yellow, then ally with them.

[4.9] The Waklthrough

The tribal stage is divided into 3 distinct levels, with a total of 6 
sublevels. Each level up represents an increase in your village and 
population limit, while each sublevel represents another tribe killed or 
allied with.

You start off with a chieftain, 2 members, and a measly 15 food. Start 
off immediately by buying another baby and start collecting food. If you 
have one near you, go fishing. If not collect food from animals if you 
are a carnivore or plants if you are an herbivore/omnivore. Get enough 
food to max out your population immediately. Soon enough, a rival tribe 
will appear. Luckily, they have a yellow face. On easy, they go about 
their business. On hard they will start to dislike your tribe over time. 
Either way, kill or ally with them will level you up.

When you defeat the first tribe, or you wait too long, 3 new tribes will 
appear, each with nine members. Bring your population up to max and have
about 50 food to fall back on. If you work semi-fast, this part is no 
harder than the rest. Ally or destroy them one at a time. When you have 
defeated 2 more tribes, you level up again.

Make sure all of your equipment is in good order, you have proper 
clothing, and have a cushion of food in case of emergency. The new and 
final tribe will appear, having 12 members. Just make sure you have your 
population maxed out and go ally or kill the last 2 tribes to make it to 
the civilization stage.

[4.10] Achievements

-Steel Tribe: Finish tribal stage on hard difficulty
I tried it as peaceful, found it easy enough

-Founder: Complete the tribal stage

-Tribal Socialite: Ally with all 5 tribes

-Vicious: Destroy all 5 tribes

-Domestic Bliss: Domesticate 3 different species

-Watchful Parent: Complete the tribal stage without one member dying
Easiest to do if you are peaceful (obviously)

-Tribal: Complete the tribal stage 10 times

-Ergonomically Terrific: Complete the tribal stage in less than an hour

[4.11] Tips/Notes

-Fishing provides the fastest food, if you are by the ocean.

-You can steal a wild creatures eggs from its nest, but this will enrage
it.

-Epics can now be efficiently slain, if you have tools. If you are able 
to do so, and you are able to eat meat, you will gain almost 200 food!

-There are some reports of spaceships coming down and abducting tribe 
members or even the chieftain, making the tribal stage much harder.

-Herbivore tribes can still eat food stolen from carnivorous tribes.

-If you have a few tribe members selected and click on your fire pit in 
the middle of the village, they will perform a dance.

------------------------------------------------------------------------

[5]Civilization Stage

Out of the carnage, one tribe has become so advanced that it has created 
a sprawling city. You've made it to the civilization age, but even now 
you will have many enemies to contend with. This stage is vaguely broken 
up into 3 levels, and a total of 10 sublevels.

[5.1] Sid Meier's Civilization

The games designers wanted the civ stage to be like a miniature model of 
Sid Meier's Civilization (best game I've ever played by the way). What 
the got ended up more like Risk where you move a bunch of troops across 
territories and whoever has more usually wins. This strategy will hold 
throughout the phase. If you want to win, bring numbers.

So what has changed in the coming to civilization stage? First off, you 
no longer have to eat, so thats good. Now to get money (sporebucks) you 
have to get spice first and then upgrade your cities.

You also now have 3 methods of which to win. Instead of just doing a 
balance between the two extremes, trading is the bridge in between.

You might notice that you now control vehicles, which have inversely 
related stats. As attack goes up, speed and health go down. In the 
creators, you will now have a harder time budgeting your complexity 
meter than your actual building points.

Finally, you can make limited deals with other empires when they come of 
age. You could ask for trading rights or to attack another civ.

[5.2] Its a Small World

Even with the whole world open, there isn't a lot to be afraid of 
terrain wise. Trees and mountains can divert your vehicles, but thats 
about it. The only things that are of note are the spice geysers and 
tribal huts, which will be discussed later.

[5.3] Building Your City

Spice may seem like a huge money producer at the beginning, but it will 
dissipate over time. In order to keep the income flowing, you'll need to 
industrialize your cities. 

The basics are simple. You want to keep your people happy while making 
the maximum amount of money. You can place down 4 types of buildings in 
your cities. If 2 buildings have lines that connect each other, they 
affect each other. So a factory with a line connecting to a house would 
make a line that produces more money. Its all about getting the 
connections right. Here's what happens. Keep in mind that the city 
center acts like a house.

House: More population
Factory: -1 happiness
Entertainment: +1 happiness

House connected to factory: +400 Sporebucks
House connected to entertainment: +1 happiness
Entertainment connected to factory: -1 happiness
Two buildings of same type connected: nothing

Basically you want your factories and entertainments separate, but have 
both connected by houses to get the maximum amount of money. If you do 
it right, you will only need 1 or 2 entertainments per city, and can be 
producing 2000+ sporebucks. 

So what happens if you don't care about happiness, or want happiness 
really high? If you have positive happiness, your cities will have 
chances to produce double the amount of money for a short period of time.
the happier, the more often it will do so. If you have unhappy cities, 
they will strike and stop producing altogether. The higher the 
unhappiness, the more often this will happen.

[5.4] The Creators

You used to want as many parts on your creations as you could. That 
would increase the levels, and make you more proficient. Now as you move 
into the vehicle creators, you'll notice that stats are inversely 
related. As you add parts to increase its speed, its health and attack 
will go down. This is where you make the decision of whether to go quick,
heavy (health), or efficient (attack). You could always just strive for 
a balance too.

Another strategy is to make you land vehicles have high health, and your 
air vehicles have high attack. This would allow for a joint arms 
strategy, but is kinda hard to pull off.

As for the building creators, they are purely aesthetic, and have no 
influence on gameplay whatsoever. Feel free to make your buildings look 
pretty, but watch out for the complexity meter.

[5.5] Interacting With Natives

Natives are the little tribal huts that are still around. When you drive 
over them, they can give you money, a random land vehicle, or they might 
attack. There is a simple strategy to see which ones would rather fight.

Collect all the spice geysers you can, then move your mouse over the 
minimap and it will show the territories. If the tribal hut is inside 
your borders, they won't attack. If they are on top of a border, they 
won't attack. The only ones that will attack are in territories that you 
don't own and are approximately in the middle. These guys will attack 
because they will eventually become full blown cities.

When you get a vehicle from a tribe, it may or may not be something you 
need. If you are going purely economic and you are given a religious 
vehicle, the best option would to be disbanding it, giving you a small 
bonus of cash.

[5.6] Making Money

If you want to continue your war machine, you will need to have a steady 
influx of cash. There are 4 ways of making it. 

The first way to do it is get lucky off of the tribal villages that are 
still around. If you follow the above strategy, you will always get 
money or a car, which can be sold. This method dries up quickly however,
and you'll need to move onto more stable methods.

A great way to make cash is by the capturing of spice geysers. At first 
they will produce tons of money, but after a while they will produce 
less and less, and will finally only produce 10% of their normal value.

If you are a trading nation, you can make money by trading. This will 
lead to you being able to eventually purchase them. This is a great 
source of income, but is only available to traders.

Finally, the best way to get money is to industrialize your cities. It 
will start out slow, but once you get going, you'll have more money than 
you could possibly need. This is the best way because it continues to
produce all game long.

[5.7] Abilities

You now have 4 abilities. One from the cell stage, one from creature, 
and two from tribal.

-herbivore cell: Healing Aura
Repairs all of your buildings and vehicles

-omnivore cell: Static Bomb
Temporarily immobilizes turrets, vehicles, and buildings

-carnivore cell: Invulnerability 
Temporarily makes your vehicles invincible

-social creature: Diplo Dervish
Raises relationship with a nation you target

-balanced creature: Bribe Bomb
Causes enemy vehicles in an area to attack each other

-aggressive creature: Mighty Bomb
Damages all vehicles and buildings in an area

-social tribe: Black Cloud
Disables entertainment buildings and turrets, causing unhappiness
Fanatical Uprising: 
Instantly wins the civilization stage

-balanced tribe: Ad Blitz
Enables faster city buyout
Global Merger: 
Instantly wins the civilization stage

-aggressive tribe: Gadget Bomb
Damages vehicles and turrets and can help capture cities
ICBMs:
Instantly wins the civilization stage

[5.8] Ways to Conquer the World

After the tutorial, several other cities will appear across the world. 
You have 3 ways to deal with them. You can buy them out with trade, 
convert them with religion, or conquer them with your military. When you 
take over a city, you have the choice to convert it to whichever system 
you are using (military, religious, or economic), or to keep it as it 
was originally. Letting it stay with its old system will allow you to 
have more strategies. Converting it to yours will give you more 
population to  help your armies grow.

To win over them with trade, you will first have to start up a trade 
route. Simply move your vehicles over to their city and ask for a route. 
If they have a yellow, blue, or green face, they will most likely say 
yes. A trade route is then created and money is generated on both ends. 
Make sure that the road in between your two cities is clear of epics or 
enemies who could destroy your vehicles. When you have traded with them 
long enough, you will get the option to buy them out. About 16,000 
sporebucks should be enough to do so and get you a new city.

To convert them via religion is the hardest way to take over a city. 
Make sure you have an adequate sized force before doing this. Your 
vehicles will move over and try to silence any entertainment buildings 
first, and then try to take over the entire city. When the bar gets all 
the way to the right, you have won.

Finally, you could try to take them by force. You kill all of their 
other buildings and turrets first, then go for the town center. This is 
a pretty straightforward way to progress, and not that hard.

[5.9] The Walkthrough

The civilization stage is vaguely broken up into 3 level, and a total of 
10 sublevels. Each city you conquer represents a sublevel. The first 4 
sublevels is the first level (before flight). The next 2 sublevels is 
the second level (post flight). The last 4 sublevels make up the final 
level (superweapon). These are not official and are only my divisions, 
but they are generally used in this guide.

The tutorial starts out with you having one car and 3000 sporebucks. 
Immediately buy 3 more vehicles and take over as much as you can before 
the tutorial ends. Try to take the spice geysers first, then move on to 
the tribal huts. Soon enough however, your first rivals will start to 
appear.

There are two kinds of cities. There are large ones, and there are small 
ones. Bigger ones allow more buildings, and therefore more money and 
population. If anyone is going to give you trouble, it's these guys. 
Note that you only really have to worry about militaristic and religious 
civilizations, as trading won't try to take you over.

There will be around 3 rivals on your continent. Take over all of these 
first with your cheap land vehicles. This is the hardest part mostly 
because you are so weak to start off with. If you can accomplish this, 
you have already won.

Stage two begins with you being able to purchase aircraft. They are 
better than ships because they aren't bound to geographical barriers 
(like water for boats or land for cars). They do cost a bit at 3000 
bucks, but at this stage you should have a large enough economy to deal 
with that. Around this stage other civs will probably take over some 
cities on their own. They become bigger threats but if you worked 
quickly enough, they can do little to challenge your power. Get a total 
of 6 cities to move on to the final level.

Level 3 can either be very short or longer, depending on how well your 
cities are developed. If you have only a little money and an enemy is 
attacking you, it would be wise to defend yourself first. Your goal is 
to use the superweapon which automatically wins the civ stage. It costs 
12,000 sporebucks per city you have not captured. So using it when you 
have 6 cities (the earliest you could possibly use it) would cost 48,000 
bucks. If you have the economy to do so, use it immediately. If not, 
take over a few more cities first until you are able to. Use it, and 
move on to the space stage!

[5.10] Achievements

-Adamantium Civilization: Finish the civ stage on hard difficulty
easiest as economic, just bribe people to not attack you

-Starman: Complete the civ stage

-Economist: Finish the civ stage with more than 8 economic cities

-Military Strongman: Finish the civ stage with more than 8 military 
cities

-Missionary: Finish the civ stage with more than 8 religious cities

-Spice Hoarder: Simultaneously control all spice nodes in the world
Can be done after you have taken over all cities

-Relentless: Complete the civilization stage 10 times

-Rolling Thunder: Complete the civilzation stage in less than an hour

-Ghetto Blaster: Make 10 anthems

[5.11] Tips/Notes

-Epics can be a problem, especially if you are a trading nation. They 
can move in, and kill your vehicles as they trade. It might be a good 
idea to keep at least one city as military to deal with these threats.

-If you and one ally have managed to take over the entire planet, your 
ally will usually give his cities to you, eliminating the risk for a 
global war.

-Before going into the space stage you might want to make sure all of 
your cities are fully developed first. Upgrading them now is a lot 
cheaper then when you are in the space stage.

------------------------------------------------------------------------

[6]Space Stage

You have finally reached it. This stage could take as long as you want, 
so it deserves the largest part in this guide.

[6.1] The End of a Long Journey

You have managed to come from a single celled organism all the way to 
the space stage. Well done! 

But your journey is not over. You have many things to do before you can 
call yourself the king of the galaxy. And to do it, you will need to 
know what your abilities are.

[6.2] Your Spaceship and Tools

You are now in a spaceship that is capable of many things. From the 
outset, you will be fairly limited though. Here I will give you a list
of the tools you'll come across as you go through the game. We'll just
go down the list.

[6.2.1] Socialization Tools
These things will help you to ally with other tribes, or have some other
interesting effects

Mini-Super Happy Ray: Helps to ally with other races. Huge energy cost,
but is still useful. The max effect is +50. The Super Happy Ray works 
faster than the mini one, but has no additional affect.

Fireworks: Helps to ally with other races. Bonuses cap at +50.

Mind Erase-Global Mind Erase: "Helps to subdue citizens, and forestall 
attack". Use it if you abduct a citizen, steal spice, or steal an 
artifact. Usually theywould send a ship after you, but if you use this, 
it will stall them. The Global Mind Erase just does so on a larger 
scale, ensuring you wont be attacked.

Embassy: Provides a boost in your relationship with the other empire 
over time. Bonuses cap at +50.

Crop Circles: More of an easter egg, using them will entice tribal and
civ stage citizens to come worship it, then run away in panic. The only 
real use of this is that you will be able to find a citizen quickly, if 
you need one for a mission.

Monolith: Use on a T1, T2, or T3 planet with at least one creature on it
to uplift it to tribal, civ, and eventually the space stage. The 
uplifted empire will already have a +50 relationship with you, so it is
easy to create many small vassal states in areas where you don't want to
control tons of land (like taking over the grox, for example).

Species Eradicator: Immediately extincts a certain creature on that 
planet. This can be used if you want to supersize something.

Supersizer: Makes a normal creature become an epic. Uses an entire 
species slot. Can't be used on a sentient creature. Using it on an epic
causes it to duplicate.

Creature Tweaker: Use on a creature to go to the creature editor. When 
you are done, 5 specimens are placed in your cargo hold (you must have 
at least one open cargo slot to use this). Can only use parts from 
creatures that you have scanned or collected.

Creature Creator: Exactly like the creature tweaker, but you create one
instead of modifying it.

Wildlife Sanctuary: Creates a planet where you can store creatures. 
Once placed down, you cannot colonize the planet. You can destroy the 
sanctuary, but once you do, all creatures except those that can fit into 
the planet regularly die.

[6.2.2] Military Tools
As their name states, used for military purposes, mostly destroying 
other empires. The more you upgrade the tool, the more damage it does.

Mini-Mega Laser: The laser is the first weapon you'll get. It is best 
used for precision strikes, such as eradicating animal species in 
missions.

Mini-Mega Blaster: A passive weapon that fires on enemy spacecraft on its 
own. Can be used on a planet and in space.

Mini-Mega Pulse: Another precision weapon, best used for surgical 
strikes. Can be used to capture cities (bombs could destroy them).

Mini-Mega Proton Missile: Best used in spaceship vs. spaceship combat. 
They have homing ability, and deal high damage. Try to upgrade these 
quickly if you are an aggressive empire.

Mini-Justa-Mega Bomb: Best for capturing or destroying cities, with a
mega bomb only needing 2 hits to completely demolish one.

Anti-Matter Missile: More powerful than the proton missile, but uses 
ammunition. Can be used effectively against the Grox.

Anti-Matter Bomb: Very powerful bomb that can destroy an entire city 
with one shot, and may cause the entire planet to surrender. 
Unfortunately though, it uses ammunition.

Planet Buster: Destroys an entire planet, but causes nearby empires to 
become mad at you, and maybe start a war. If you do it near the Grox, 
however, they will like you.

Cloaking Device: While you can't interact with anything, it can be 
useful to lose hostile spaceships that are following you. Note, however, 
that it doesn't cloak your allies.

AOE Repair: Instantly repairs all spaceships that you have traveling 
with you, and can repair friendly city halls and turrets if you are 
close enough.

Rally Call: Raises the amount of damage your allied spaceships do.

Shield: Perhaps the most valuable tool in the game, it renders you 
invulnerable to damage, while still being able to attack. This can allow 
you to kill all enemy spacecraft around you, or allow you to swoop in 
and destroy a city without being harmed. It runs out about halfway 
through cooldown, so it is active for quite a long time. Note, it 
doesn't protect your allies.

Repair-Repair Mega Pack: Instantly repairs your spaceship.

Energy-Energy Mega Pack: Instantly restores energy to your spaceship.

[6.2.3] Main Tools
These are tools that your inventory describes as "main". It would be 
more accurate to call them the "others"

Scan: Use it to gain info on a planet, creature, building, or vehicle.

Radar: This thing pings faster when you are closer to an objective.

Hologram Scout: Again, more of an easter egg, it allows you to beam down
a little holographic replica of your creature. The only real use it has
is that it can pick up sporebucks dropped by ships by left clicking on 
them. 

Planet Scan: Instantly scans all creatures and plants on the planet. 
Useful in missions where this is your objective. Note that it does use
ammunition.

[6.2.4] Colonization Tools
These things help you to colonize and control other planets.

Colony Incredi-Pak: Plops down a colony on a planet. Plain and Simple.

Bio Protector: When an ecological disaster happens on a planet with 
this on it, you will have more time to complete the mission to 
restabilize it.

Bio Stabilizer: Reduces the amount of bio-disasters that affect this 
planet.

Loyalty Booster: Strikes and Riots no longer happen on planets where 
you have this, allowing you to max out spice production by neglecting
happiness.

Happiness Booster: Keeps your colonists happy.

Spice Storage: Doubles the amount of spice that can be stored on a 
planet. Useful if you are away for long periods of time.

Uber Turret: The ultimate colony defense mechanism, this has infinite 
health and annihilates enemy fleets. With one of these on your planets,
you can ignore almost all attack messages, because this is powerful 
enough to deal with them before any damage is done. You may still want 
to help out if there is a grox attack though.

[6.2.5] Others
These are the other tools that are passive or aesthetic.

Planet Sculpting tools are to diverse to be mentioned in this guide, but
basically there are the ones you can buy, like raise and level terrain.
The other ones you must find by exploration, such as all of the terra 
hills, craters, rivers, plateaus, coloring, etc.

The atmospheric tools are simple as well. You plop one down, and the 
environment changes. If you need to move diagonally to the top right, 
you could purchase the tools that give you -> and ^. Eventually, you 
will gain access to the tools that only need energy to terraform 
planets, drastically reducing the cost.

Finally, the ship abilities are the things like health, energy, and 
cargo storage. Upgrade these to have a higher max amount of it. The 
interstellar drive allows you to fly further and use less energy. The 
wormhole key allows you to go through wormholes. Lastly, there are the
drop and pick up cargo, which shouldn't need explaining.

[6.3] Colonization

In order to expand, you are going to need money. To get money, you need
to obtain other systems. To obtain other systems, you'll need to 
colonize other planets. This section details how to do so quickly, and 
at the lowest cost to you!

At first, you will be very limited to what you can colonize. The 
temperature has to be right, because you only have the atmosphere 
generator and the drought generator. This is also very expensive 
considering your empire is strapped for cash at the beginning and these
tools cost a bare minimum of 75,000 sporebucks a pop. 

When you first start out, doing missions for other empires is your best
way to get early cash (and work toward the missionista badge). Improve
the terrascore of 5 planets to get the coveted cloud accumulator and 
cloud vacuum. These take energy instead of ammo, so they are much more 
efficient. Improve the T-score a total of 40 times to get all of the 
energy terraforming tools.

So now that you have a good place to live, you need to exploit it. First,
we need to stabilize the planet. You do so by adding a small, medium, 
and large plant, then adding two herbivores, and finally, a creature
that can eat meat. You could just go to your home planet every time to
pick up some more creatures, but that is inefficient. Your best way to 
go is to get the maximum cargo hold, then get 3 small, medium, and large
plants, 6 different herbivores, and 3 different carnivores/omnivores. 
This ensures you can create a T-3 planet without having to trudge back
to your homeworld to get more species. Even with all of these creatures,
you can still have room for spice. You won't have much room for keeping
artifact collections, though.

Now to actually settle down. Just plop your colony incredi-pack near a 
spice geyser and it does the rest. As for building placement, the basics
are the same now as they were in the civ stage. Just keep trying until 
you get a layout that has neutral happiness and produces the max amount
of spice. Additionally, when I get the chance, I like to put down an uber
turret and the spice storage on all my colonies. This allows me to be 
gone for long periods of time and not having to constantly come back 
every time they get raided by pirates. In fact, the only real thing I do
come back for is the eco disasters, that are relatively rare.

[6.4] Peace

Although it is possible, trying to make it through the space age without
allying with at least one empire is tough, especially during the early
stages of the phase. This will help you make the process as quick and 
painless as possible.

When you initially come in contact with another empire, be nice to them.
Attacking their spaceships will get you in a war very quickly, and thats
not what were going for (yet). Introduce yourself kindly, and you will 
gain an immediate +10 boost to relations.

To give you a rundown on what you can do to appease another nation, here
is a complete list. Note that the * icon means it doesn't diminish over
time.

-Helping our planet: (max:+100) Raise the T-score of their planets.
-You completed missions: (max:+100) Doing the missions they assign you.
-Your gifts: (max:+50) Giving them gifts (of money).
-We created an alliance: (max:+50) Immediately upon creation of alliance.
-You uplifted us*: (max:+50) Awarded for uplifting them from the creature,
tribal, or civ stage via a monolith.
-Using friendly tools: (max:+50) Bonus for using fireworks or happy ray.
-Your embassy: (max:+50) Gained over time for an embassy on their planet.
-A generous peace offering: (max:50) Gained by offering more than you 
had to to sign a peace treaty.
-Our trade route: (max:+30) Gained over time by maintaining a trade route.
-You were generous: (max:+44) Gained by offering more than you had to to
buy a planet.
-We like new acquaintances*: (max:+30) Bonus if their archetype is order 
or prosperity.
-We value your friendship: (max:+100) Gained when they give you a gift.
-Your trading: (max:+15) Gained by trading with them (like selling spice).
-You agreed to help us: (max:+10) Gained for accepting the first mission
a creature offers.
-Gracious greeter superpower*: (max:+10) Bonus you get if you were
friendly during the tribal phase.
-We think alike*: (max:+10) Bonus you get if you have the same archetype 
as they do.
-You introduced yourself*: (max:+10) Gained by introducing yourself in 
a friendly way. 
-Soothing Song*: (max:+30) Gained when you use the bard superpower.

Now here is a list of things that will annoy other empires, possibly
to the point of war.

-Breaking the Galactic Code: (max:-200) If you blow up a planet or use
fanatical frenzy or gravitation wave, and another empire is within 10
parsecs of the epicenter, you will get this modifier.
-Allied with Grox: (max:-200) Immediately applied if you ally with the 
Grox. Many wars may be started.
-You broke our Alliance: (max:-125) Applied if you make, then break an
alliance.
-Destroying our buildings: (max:-100) If you blow up their colonies, 
they won't think highly of you.
-Destroying our spaceships: (max:-100) They won't like you if you blow 
up their spaceships either
-Captured one of our systems: (max:-100) If you capture one, they'll 
hate you.
-Using harmful tools: (max:-100) If you shoot at their planet with a 
laser, they won't take kindly it.
-Hurting our planet: (max:-100) Applied if you lower the T-score of one
of their planets.
-You refused to pay us tribute: (max:-100) If they ask for money and you
don't give it to them, they will dislike you.
-War: (max:-50) Applied immediately when they get to the red face and is
maintained until you sign a peace treaty.
-You failed missions: (max:-50) If they give you a mission and you put 
it off for too long, you will fail it.
-Abducted our citizens: (max:-50) If you take a citizen out of their 
territory, they will dislike you.
-Scaring our citizens: (max:-50) Gained by shooting at citizens, placing
crop circles, etc.
-We were ate war: (max:-33) Gained when you sign a peace treaty.
-We distrust strangers*: (max:-15 or -30) Applied if the creatures 
archetype is force or faith.
-Stole our resources: (max:-30) Applied if you suck up an artifact or
spice crate from their planet.
-You introduced yourself*: (max:-10) Applied if you introduced yourself
aggressively.
-You avoided contact: (max:-15) Applied when they contact you and you 
don't reply.
-Failed to protect our ships: (max:-?) Applied if they give you a ship
as an ally, and it dies.

After looking at the list, you can see that it is easier to annoy other
creatures much faster than to ally with them. 

The fastest way to ally with them is to give them gifts and do their
missions. Just doing those can get you an alliance all by themselves. To
keep the alliance, an embassy usually means you don't have to go back 
and bribe them again.

Allying with other creatures, however, has many benefits. One of these is
that you can take one of their ships and add it to your fleet. Beware 
though, because if it is destroyed, the empire than owns it won't like 
it. Note that higher level empires give you better ships.

Your allies will also have lowered prices for repair and recharging your
ships energy. Finally, when you are far enough along, they will be 
willing to teach you their archetype, after you do a quest and pay a 
rather large fee.

[6.5] War

Not every problem can be resolved through talk. When the time arises, 
your nation will have to go to war if it wants to survive. An adequate 
amount of knowledge on the subject can mean the difference between 
glorious victory and crushing defeat. Time to stock up now!

If it is conquest you are looking for, you'll need to select another 
empire carefully. This list gives priority of things you should consider,
with the top being most important.

-Has the space phase progressed to a point where I can effectively 
attack them?
-How large are they?
-Do I have enough money?
-How far away are they?
-What would I gain?
-What is the T-score of their planets, and how well defended are they?
-What threat do they pose now, and will they pose in the future?
-Do I have allies nearby that could help?

Here is a rundown of why you should consider these.

Has the space phase progressed to a point where i can effectively 
attack them? This is basically a culmination of everything, like how 
many allies you have, how good are your weapons, how much money do you 
have, etc. Consider this first and foremost. Declaring war on a level 5
nation when you are just starting out is suicidal. Doing so when you 
have the mega bomb, shield, mega proton missile, uber turrets in all 
your colonies, and lots of cash leads to you hardly even noticing the 
war.

How large are they? You can see the approximate level of an empire by 
the number in the star next to its name. A lv. 1 will have only its 
capital and a few other planets. These guys will also send out crappy 
raiding fleets that could be easily destroyed by your basic turrets. If 
you come across a lv. 5, however, we have a different story. They have 
lots of planets (like 20+) and will launch huge invasion fleets with 
many bombers and high damage dealing fighters.

Do I have enough money? War needs it for repairs, refilling energy, 
rebuilding buildings, placing turrets, improving T-score of captured
planets, colony incredi-packs, ammunition, bribing allies, and of course,
the peace offer. If you are lacking funds, you may want to focus on your
economy first.

How far away are they? This deals with the fact that, once you take over
their land, you'll have to maintain it. It is easier to do so if it is 
closer. You won't want to take a planet that is on the other side of the
galaxy, because when an eco-disaster pops up, you may not have enough 
time.

What would I gain? Consider what type of spice their planets are on. If 
it is just a bunch of red and yellow planets, don't bother. If it is a 
bunch of green, pink, and purple spice, give them higher priority.

What is the T-score of their planets, and how well defended are they? 
This deals with the fact that a T-3 is much harder to take than a T-0.
But if you are just starting the space stage, you may not want to take
a bunch of T-0 planets, simply for the fact that you can't terraform 
them yet.

What threat do they pose now, and will they pose in the future? If they 
are gobbling up planets around you left and right, you may want to 
intervene before they can become too powerful. If they can't seem to get
off their homeworld, though, you might want to resolve more pressing 
issues first.

Do I have allies nearby that could help? If you have them around, this 
allows you to rebuild your fleet faster should it be destroyed, and also
allows you to bribe your ally to attack one of the enemies systems.

After you have done a check to see which nation you want to conquer, how
will you go about initiating the conflict? If you can, do a preemptive 
strike on their most resilient planet: their homeworld. Make sure they
have at least a yellow face with you, get some terraforming tools, and
fly down to the atmosphere of their home. Usually, an enemy homeworld
contains 10 cities and tons of aircraft, turrets, and spaceships. This 
makes it almost impossible to take before you get to the late game 
unless you sabotage it now. Simply plop a few terraforming tools down to
wreak havoc on their environment. All you need to do is get it to a T-2.
This will destroy all but 2 of their cities, making it immensely easier
to capture. The drawback of this is that you won't get a super colony 
with 10 cities on it.

After you have sabotaged or attacked them, war will be officially 
declared. This is when the fun starts. The only thing you have to be 
worried about is their attacks on your planets. When one of your 
colonies alerts you to enemy presence, go help defend. Basic turrets 
help a lot, but if you have an uber turret then you don't even need to
go to the planet at all. Uber turrets are so powerful that they can stop
an invasion all by themselves.

To conquer land, you'll have to go down to the atmosphere and destroy
or capture all cities. Do this by dropping bombs on them. They will
have many ships that will attack you, but just use your proton missile
and move backwards slowly and they won't be able to shoot you. 

If you have decided that the war has gone on long enough and you can't 
or don't want to completely destroy them, you should offer a peace 
treaty. This is usually in the realm of a few million sporebucks, but
the benefits are well worth it. They'll stop attacking you (obviously),
and most of the negative relationship modifiers will be removed. You 
can finish a war with only about a -20 relationship with the other 
empire, and can ally with them surprisingly fast.

Thats really all there is to it. War is by far the easiest way to get
lots of land quickly.

[6.6] Making Money

Whatever you want to do in the space phase, whether its colonizing, 
warring, allying, or exploring, you'll need money. Especially at the 
beginning, every sporebuck counts, so you'll want to get the best deal
possible. The quickest way to get money fast is by the creation and 
selling of spice. Below shows you all the kinds of spices and how 
valuable they are. It also shows the base price, minimum, medium, and 
highest prices other empires are willing to give you for it. Generally,
if they are offering you the medium spice, you should sell it to them.

Red Spice
Base price: 3,375
Minimum: 225
Medium: 5,623
Highest: 16,868
This rare spice is used as a flavoring for certain foods and often
produces an eye-watering affect on the consumer.

Yellow Spice
Base price: 4,500
Minimum: 300
Medium: 7,497
Highest: 22,491
A sour spice used primarily in summertime beverages.

Blue Spice
Base price: 5,230
Minimum: 349
Medium: 8,713
Highest: 26,140
A deep blue spice used primarily as a sleeping aid.

Green Spice
Base price: 10,125
Minimum: 675
Medium: 16,868
Highest: 50,605
A green spice used in making a relaxing, minty tea beverage.

Pink Spice
Base price: 11,242
Minimum: 936
Medium: 18,729
Highest: 56,188
A pink spice used as a sweetener or as floor polish.

Purple Spice
Base price: 14,625
Minimum: 1,218
Medium: 24,365
Highest: 73,096
A purple-ish spice used in making a sweet flavored purple pudding.

You can see how valuable the green, pink, and purple spice is. If you 
can, try taking over these planets early. This will give you a massive
boost early in the game, and can greatly speed up getting all of the 
medals.

The other way to get money is by doing missions. This is a much slower
method than spice (you net only about 30,000 a mission), but you can 
do these while your colonies are producing spice to maximize your 
income.

[6.7] Abilities and Archetypes

If you have done all of the stages from start to finish in one game, 
you should now have 4 passive abilities and one archetype.

-herbivore cell: Social Suave
20% discount on all social tools.

-omnivore cell: Gentle Generalist
20% discount on all standard equipment.

-carnivore cell: Power Monger
Weapons use only half the amount of energy as normal.

-social creature: Pleasing Performance
Makes all of your colonies happy and reduces likelihood of revolt.

-balanced creature: Speed Demon
Interstellar space travel takes only two-thirds the normal time.

-aggressive creature: Prime Specimen
Increases your spaceship's health by 1.5x

-social tribe: Gracious Greeting
Boosts initial relationships with alien races by 10.

-balanced tribe: Colony Craze
Gives you a 20% discount on all colonization tool trades.

-aggressive tribe: Arms Dealer
Give you a 20% discount on all combat tools.

-religious civ: Green Keeper
Decreases the rate of biodisasters your colonies have.

-economic civ: Spice Savant
Increases spice production from your colonies.

-military civ: Pirate B Gone
Reduces the frequency of pirate raids.

All empires have an archetype, which gives them an additional active
power.

-Bard: Soothing Song
If your relationship with another empire is below 0, this resets it to
0 for 2 minutes. This can be used to stop wars momentarily.

-Diplomat: Static Cling
Temporarily immobilizes all enemy ships and turrets on a planet for 2 
minutes.

-Ecologist: Safari Vacuum
Instantly receive 2 of each species on the planet.

-Knight: Summon Mini-U
Summons a small clone of your spaceship to serve as your ally.

-Scientist: Gravitation Wave
Destroys all structures on the planet and breaks the Galactic Code.

-Shaman: Return Ticket
Instantly teleports your spaceship back to your homeworld.

-Trader: Cash Infusion
Immediately makes a planet with one of your trade routes available to 
buy.

-Wanderer: None
Default archetype if you begin the space phase without doing any other
phase.

-Warrior: Raider Rally
Instantly sends a few pirates to this planet.

-Zealot: Fanatical Frenzy
Instantly takes over the planet and breaks the galactic code.

In addition, here is how you become one of the archetypes. G stands for
green or "peaceful", B stands for blue or "adaptable" and R stands for
red or "aggressive". Here are what you need to be in the stages to 
become a certain archetype.

3G+1any=Shaman
3B+1any=Trader
3R+1any=Warrior
2G+2R=Zealot
2B+2G=Diplomat
2R+2B=Scientist
2G+1B+1R=Ecologist
1G+2B+1R=Bard
1G+1B+2R=Knight

Keep in mind that there are MANY other options you could do to become
these archetypes, and these are just examples.

[6.8] Roads to Galactic Domination

If we want to become the largest and most feared empire in the galaxy, 
we are going to need to collect more land. There are two ways to do 
this.

The first method is obvious. Simply attacking and capturing planets is
always quick, but can sometimes bring long wars of attrition. There is
also the possibility of Fanatical Frenzy if you are a zealot, but that
breaks the galactic code and usually creates more bad than good.

The other method is to set up trading routes that will eventually lead
to you being able to purchase other systems. This takes quite a while
to happen, but you get an undamaged planet for a few million bucks. If 
you are a trader, you can use the Cash Infusion superpower to speed the
process up.

[6.9] The "Walkthrough"

The space stage is broken up into 10 levels, each with many sublevels,
which are now called badges. You get badges by doing certain feats in 
the game, like getting a certain amount of money, conquering x many 
planets, uplifting species, etc.

The levels are:
Cadet-first mission tutorials
Captain-finish spaceflight tutorial
Commander-5 badge levels
Commodore-15 badge levels
Admiral-30 badge levels
The Celebrated-50 badge levels
The Renowned-75 badge levels
The Great-105 badge levels
The Legendary-140 badge levels
All Powerful-180 badge levels
Ultimate being-225 badge levels
Omnipotent-275 badge levels

You start off building your ship, then launching the tutorial (unless 
you say no). If you're not doing the tutorial, go to the next section.
All you have to do is go around and scan and animal, then zap one. This
gives you a chance to get familiar with the controls which can be 
helpful later. It also lets you practice with the laser, a tool that 
you'll use more for missions than actual combat. Finish up and you'll be
promoted to the level of captain.

You have to do the next part of the tutorial whether you want to or not.
You are tasked with going to another planet in your system and scanning
a crashed ship. Do so, and you'll get the minor proton missile. The 
mission then ships you away to another planet where you scan a destroyed
city. Then some drones come out and try to attack. You could either 
flee or try to fight them off with your new weapon. 

Now you are tasked with the creation of a new colony. The mission always
sends you off to a crappy red spice planet, but you should still 
colonize it. When thats done with, go back to your homeworld and you'll
be sent off yet again to go see if there is other sentient life out 
there. Simply find another empire, contact them, and return home. Once 
this is done, you finally break free of the shackles of tutorialism and
are free to roam the galaxy. You can still do some missions for your 
home like declaring war, making alliances, and making trade routes. This
is all optional though, and I only did it on my first space game.

Its kinda hard to direct you where to go now. Each space game is unique
and what badges you get is up to you. The only thing I can advise you to 
do is get more colonies and better spice as quickly as possible, because
that will speed up the game by quite a bit. As for what badges to go for,
try to go for a mix of colonization, war, and peace. 

Just keep expanding your empire to grow bigger and bigger, and 
eventually you'll get the title of omnipotent.

[6.10] Badges

This list gives you an index of the badges you can get, and what you get
from them. The list corresponds to the one in-game.

Body Guard
When you go and help out a colony that is under attack, you'll get this
badge. This is a good one to go for because you only have to defend 4 
allies to get the mega proton missile, a weapon you can use the entire
game. Note that it doesn't matter if it is your colony or an allies. 
Beware that helping an ally may lead you to getting involved in a war 
you might not be able to handle.
Level   Conditions          Badge Points   Rewards
  1     Defend 2 friends         2         Proton Missile
  2     Defend 5 friends         4         Mega Proton Missile
  3     Defend 10 friends        6         AOE Repair, Loyalty Booster
  4     Defend 20 friends        8          
  5     Defend 35 friends        10

Brain Surgeon
When a creature is promoted to the tribal phase, you get this. You can 
destroy the tribes when they arise, and replace the monolith, and it'll
count as raising another creature to tribal phase. Do this over and 
over again and eventually get the badges. Note that it might be easier
to wait until the tribes evolve to the civ stage, because you'll only 
have to hunt after 10 or so cities instead of several dozen tribal huts.
Level   Conditions          Badge Points   Rewards
  1     Promote 1 creature       2        Mind Erase
  2     Promote 5 creatures      4
  3     Promote 10 creatures     6        Global Mind Erase
  4     Promote 20 creatures     8   
  5     Promote 40 creatures     10 

Captains Badge
Awarded to you when you finish the tutorial missions on space flight
Level   Conditions          Badge Points   Rewards
  1     Complete tutorial        1

Cleaner 
Awarded when you do eradicator missions. These are the ones where you 
kill animals on the planet.
Level   Conditions          Badge Points   Rewards
  1     Do 5 missions            2         Mind Erase
  2     Do 10 missions           4      
  3     Do 20 missions           6         Global Mind Erase, Creature
                                           Tweaker, Species Eradicator
  4     Do 40 missions           8  
  5     Do 70 missions           10        Create Creature

Collector
You get this when you collect artifacts. This is a great way to get your
cargo hold upgraded quickly.
Level   Conditions          Badge Points   Rewards
  1     Collect 3 artifacts      2         Basic Cargo Hold
  2     Collect 8 artifacts      4         Medium Cargo Hold
  3     Collect 20 artifacts     6         Large Cargo Hold
  4     Collect 50 artifacts     8       
  5     Collect 100 artifacts    10

Colonist 
Placing colony buildings down gets you this medal. With each T-3 planet 
able to support around 40 buildings, you'll get this one rather quickly.
This badge gives you tons of rewards in both the military and colonial
disciplines, so it is one of the easiest and most rewarding ones to get.
Note, however, that once you destroy a building, it no longer counts 
toward this medal. This prevents you from repeatedly adding and deleting
buildings to farm this medal.
Level   Conditions           Badge Points   Rewards
  1     Place 5 buildings        2         Mini Auto Blaster, Mini Pulse
                                           Small Energy Storage, Small
                                           Health
  2     Place 20 buildings       4         Auto Blaster, Pulse, Mini 
                                           Bomb, Medium Energy Storage,
                                           Medium Health
  3     Place 50 buildings       7         Mega Auto Blaster, MegaPulse,
                                           Justa Bomb, Anti-Matter
                                           Missile, Shield, Spice Storage,
                                           Large Energy Storage, Large
                                           Health
  4     Place 100 Buildings      10        Mega Bomb, Anti-Matter Bomb,
                                           Uber Turret, Extreme Energy
                                           Storage, Extreme Health
  5     Place 200 Buildings      20        Planet Buster

Conqueror
When you take over another planet by force, you are working toward this 
badge. This is a purely military one.
Level   Conditions          Badge Points   Rewards
  1     Conquer 2 planets       2         Mini Auto Blaster, Mini Pulse,
                                          Small Health
  2     Conquer 5 planets       4         Laser, Auto Blaster, Pulse,
                                          Proton Missile, Medium Health
  3     Conquer 10 planets      7         Mega Laser, Mega Auto Blaster,
                                          Mega Pulse, Mega Proton Missile,
                                          Anti-Matter Missile, Large 
                                          Health
  4     Conquer 20 planets      10        Anti-Matter Bomb, Extreme 
                                          Health
  5     Conquer 40 planets      20        Planet Buster

Diplomat
For every alliance you form, you work toward this badge.
Level   Conditions          Badge Points   Rewards
  1     Form 1 Alliance         2         
  2     Form 2 Alliances        4         Mini Happy Ray, AOE Repair
  3     Form 5 Alliances        6         Medium Happy Ray, Rally Call
  4     Form 10 Alliances       8         Super Happy Ray
  5     Form 20 Alliances       10        Embassy

Eco Hero
Awarded for saving planets from an eco disaster. To get this quicker, 
don't place bio stabilizers in your colonies until you have level 5 of
this badge.
Level   Conditions          Badge Points   Rewards
  1     Avert 2 eco disasters   2         Laser
  2     Avert 5 eco disasters   4         Mega Laser
  3     Avert 10 eco disasters  6         Wildlife Sancutary, Bio 
                                          Protector
  4     Avert 25 eco disasters  8         Supersizer, Bio Stabilizer
  5     Avert 50 eco disasters  10        Planet Scan

Economist
You get this every time you buy out a system.
Level   Conditions          Badge Points   Rewards
  1     Purchase 1 system        2         
  2     Purchase 3 systems       4         Mini Happy Ray
  3     Purchase 6 systems       7         Medium Happy Ray
  4     Purchase 10 systems      10        Super Happy Ray
  5     Purchase 15 systems      20      

Empire
When your empire is this many systems large, you get this badge.
Level   Conditions           Badge Points   Rewards
  1     Control 3 systems         2         Atmosphere Generator, 
                                            Drought Generator
  2     Control 7 systems         4         Cloud Accumulator, Cloud
                                            Vacuum, Ice Storm, Meteor 
                                            Shower
  3     Control 13 systems        6         Refrigeration Ray, Heat Ray,
                                            Asteroid Call Button, 
                                            Atmosphere Freezer,
  4     Control 22 systems        8         Hot Cloud Vacuum, Cold Cloud
                                            Vacuum, Ice Comet, Volcano
  5     Control 35 systems        10        Air Conditioning, Hot Cloud
                                            Seeder

Explorer
You can get this medal rather quickly if you want to. All you have to do
is go to a system, zoom in so you can see all the planets, and zoom out.
If you do this for about 10 minutes, you'll get this without any more 
fuss. Too bad it only has crappy rewards.
Level   Conditions          Badge Points   Rewards
  1     Explore 15 systems       2         Raise Terrain (Small), Lower
                                           Terrain (Small), Level 
                                           Terrain (Small)
  2     Explore 50 systems       4         Raise Terrain (Medium), Lower
                                           Terrain (Medium), Level 
                                           Terrain (Medium)
  3     Explore 100 systems      6         Raise Terrain (Large), Lower
                                           Terrain (Large), Level 
                                           Terrain (Large), Terra Hills,
                                           Terra Craters, Terra River
  4     Explore 250 systems      8         Terra Plateaus, Terra Mesas,
                                           Terra Canyon
  5     Explore 500 systems      10        Terra Seas, Terra Mountain,
                                           Terra Lava Flow

Frequent Flyer
Just by driving between systems you are working towards another medal.
You could try to farm this one, but it is better to just get it as you
go along the game. Note that you can drive between the same two systems
over and over again to try and get this faster.
Level   Conditions          Badge Points   Rewards
  1     Drive to 50 systems      2         
  2     Drive to 150 systems     4         Interstellar Drive 2
  3     Drive to 400 systems     6         Interstellar Drive 3, 
                                           Wormhole Key
  4     Drive to 800 systems     8         Interstellar Drive 4
  5     Drive to 1500 systems    10        Interstellar Drive 5

Golden Touch
This is one that I seem to get early. All you have to do is have this 
many sporebucks with you at one time. Its pretty simple.
Level   Conditions          Badge Points   Rewards
  1     Have 500,000 bucks       2           
  2     Have 1,000,000 bucks     4 
  3     Have 2,500,000 bucks     6         Happiness Booster
  4     Have 5,000,000 bucks     8 
  5     Have 10,000,000 bucks    10         

Gopher
When you do delivery missions, you work towards this medal.
Level   Conditions          Badge Points   Rewards
  1     Complete 5 missions      2         Interstellar Drive 2
  2     Complete 10 missions     4         Interstellar Drive 3
  3     Complete 20 missions     6         Interstellar Drive 4,
                                           Wormhole Key
  4     Complete 40 missions     8         Interstellar Drive 5
  5     Complete 70 missions     10

Jack of All Trades
This one is unavoidable. Every tool you buy helps you get this one. 
Sadly, this easy one has no rewards except for points.
Level   Conditions          Badge Points   Rewards
  1     Buy 5 tools              2 
  2     Buy 20 tools             4
  3     Buy 50 tools             6
  4     Buy 100 tools            8
  5     Buy 200 tools            10

Joker
Hehe, easy enough to win, all you have to do is cheat. I will give a 
list of the possible cheats in chapter 7 below. Note that cheating
will disable all further achievments in your current game (you can still
get medals though).
Level   Conditions          Badge Points   Rewards  
  1     Enter a cheat            0         .....cheating?

Merchant
Whenever you trade spices or rares, you work towards this.
Level   Conditions          Badge Points   Rewards
  1     Trade 500,000 bucks      2
  2     Trade 2,000,000 bucks    4         Basic Cargo Hold
  3     Trade 4,000,000 bucks    6         Happiness Booster, Medium
                                           Cargo Hold
  4     Trade 7,000,000 bucks    8         Large Cargo Hold
  5     Trade 15,000,000 bucks   10        

Missionista
You can do any type of mission to earn this badge, and it has some good
rewards that come along with it.
Level   Conditions          Badge Points   Rewards
  1     Complete 5 missions      2         Energy Pack, Atmosphere
                                           Generator, Drought Generator,
                                           Small Energy Storage
  2     Complete 10 missions     4         Fireworks, Repair Pack, Ice
                                           Storm, Meteor Shower, Medium
                                           Energy Storage
  3     Complete 18 missions     6         Energy Mega Pack, Asteroid 
                                           Call Button, Atmosphere 
                                           Freezer, Large Energy Storage
  4     Complete 30 missions     8         Species Eradicator, Repair 
                                           Mega Pack, Ice Comet, Volcano,
                                           Extreme Energy Storage
  5     Complete 50 missions     10        Cloaking Device, Hologram 
                                           Scout

Planet Artiste
This Badge is probably the easiest to farm, simply use all of your
planet coloring tools over and over again and you'll quickly get this
badge. You can use either coloring or sculpting tools.
Level   Conditions          Badge Points   Rewards
  1     Use 5 aesthetic tools    2         Terra Hills, Terra Craters
  2     Use 25 aesthetic tools   4         Terra River, Terra Canyon
  3     Use 75 aesthetic tools   6         Terra Plateaus, Terra Mesas,
                                           Terra Mountain
  4     Use 150 aesthetic tools  8         Terra Lava Flow
  5     Use 250 aesthetic tools  10        Terra Seas

Sightseer
You get this by visiting storybook planets and rare galactic formations.
I can't really help you with this one, you'll just have to find them as
you go.
Level   Conditions          Badge Points   Rewards
  1     Visit 2 oddities         2 
  2     Visit 10 oddities        4
  3     Visit 20 oddities        6
  4     Visit 40 oddities        8
  5     Visit 70 oddities        10

Split Personality
To do this, ally with a lv. 4 or 5 empire that has a different archetype
than you, inquire about their philosophy, and ask for a mission. It does
cost quite a bit, so make sure you have enough cash to fall back on. 
Note that you do get quite a few badge points for getting this badge.
Level   Conditions             Badge Points   Rewards
  1     Change archetype 1 time     5         
  2     Change archetype 2 times    10
  3     Change archetype 4 times    15
  4     Change archetype 5 times    20
  5     Change archetype 6 times    25

Terra Wrangler
When you improve the T-score of a planet, you work towards this. 
Upgrading a T-0 to a T-3 will get you 3 points to this badge. This is a 
great place to get the colonization tools air conditioning and hot cloud
seeder. Note that improving the T-score of a planet owned by another 
empire does NOT count towards this badge.
Level   Conditions            Badge Points   Rewards
  1     Improve T-score 2 times    2         Raise Terrain (Small),
                                             Lower Terrain (Small),
                                             Level Terrain (small)
  2     Improve T-score 5 times    3         Cloud Accumulator, Cloud
                                             Vacuum, Raise Terrain 
                                             (Medium), Lower Terrain 
                                             (Medium), Level Terrain
                                             (Medium)
  3     Improve T-score 10 times   6         Refrigeration Ray, Heat Ray,
                                             Raise Terrain (Large), 
                                             Lower Terrain (Large),
                                             Level Terrain (Large)
  4     Improve T-score 20 times   10        Hot Cloud Vacuum, Cold 
                                             Cloud Vacuum
  5     Improve T-score 40 times   15        Air Conditioning, Hot Cloud
                                             Seeder

Trader
Making trade routes will eventually get you this one.
Level   Conditions          Badge Points   Rewards
  1     Make 2 routes            2         Energy Pack
  2     Make 5 routes            4         Repair Pack, Spice Storage
  3     Make 10 routes           6         Energy Mega Pack
  4     Make 20 routes           8         Repair Mega Pack
  5     Make 40 routes           10        Cloaking Device, Hologram
                                           Scout

Traveler
Another one that can be done rather quickly if you want to, you get this
for every new space age empire you contact.
Level   Conditions          Badge Points   Rewards
  1     Contact 3 empires        1         Crop Circles
  2     Contact 10 empires       2         Creature Tweaker, Fireworks,
                                           Monolith
  3     Contact 20 empires       3         Wormhole Key
  4     Contact 50 empires       4         Create Creature
  5     Contact 100 empires      5         Embassy

Warmonger
You work towards this one with every war you start. If you want to, you 
could go out far into one of the arms of the galaxy where you have no 
colonies, and just start bombing things. You could also ally with the 
Grox, which usually gets you lv.5 instantly, although allying with them
would probably be harder than just getting this medal the regular way.
Level   Conditions          Badge Points   Rewards
  1     Start 1 war              2         Mini Bomb
  2     Start 3 wars             4         Justa Bomb, Loyalty Booster
  3     Start 6 wars             6         Mega Bomb, Rally Call, Uber 
                                           Turret
  4     Start 10 wars            8         Shield
  5     Start 15 wars            10

Wonderland Wanderer
Again, one that I can't really help you on. This is rewarded for finding
storybook planets, so just go out exploring and you'll eventually find
some.
Level   Conditions          Badge Points   Rewards
  1     Find 1 planet            2         
  2     Find 2 planets           4
  3     Find 4 planets           6
  4     Find 7 planets           8
  5     Find 12 planets          10

Zoologist
Every time you fill out an ecosystem by placing plants and animals on a 
planet, you work towards this badge. Note that using the Staff of Life
doesn't count towards this.
Level   Conditions          Badge Points   Rewards
  1     Fill 3 ecosystems        2         Crop Circles
  2     Fill 10 ecosystems       3         Bio Protector, Monolith
  3     Fill 20 ecosystems       6         Bio Stabilizer, Wildlife
                                           Sanctuary
  4     Fill 40 ecosystems       10        Supersizer
  5     Fill 70 ecosystems       15        Planet Scan

Badge Outta Heck
If you decide that you have no life and are completely insane, you can 
try for this epic badge. To get it, you have to eradicate every single 
grox planet in the galaxy (there are exactly 2400) how to do so will
be dealt with in section [6.13]. 
Level   Conditions          Badge Points   Rewards
  1     Destroy the Grox         0         ....insanity

Dance With the Devil
The easier of the two epic Grox badges, you'd have to ally with the Grox,
which is extremely hard to do. Tips are in [6.13].
Level   Conditions          Badge Points   Rewards
  1     Ally with the Grox       0

[6.11] Is it Really Over?

As your captain reaches the tital of "The Omnipotent" you may start to
wonder if there is stuff to do after you "complete" this phase. The 
simple answer is yes. Maxis has put an abundance of things for you to 
find and do after you are done.

The three biggest things that I can think of now are: finding artifacts,
finding Earth, making it to the center of the galaxy, and destroying or
allying with the Grox. If you want to deal with the Grox, you should 
first learn about wormholes.

[6.12] Wormholes

Wormholes (also called black holes) are essentially teleports around the
galaxy. When you have purchased the wormhole key, you'll be able to take
these and travel to another randommly selected location in the galaxy.
Since the core has so many planets and stuff around it (due to gravity),
many of the wormholes pop you somewhere near the core. This is an 
excellent opportunity to start fighting the Grox. Its easier to do this
than to physically travel to the Grox the old fashioned way.

Eventually you should know where the wormholes surrounding your empire
lead to, and you can use them as effective means of transport. Wormholes
are in the same location for everyones games, but they all have 
different names and exits. This means that I can't give you a good one
that takes you close to the core. Just go out exploring and you'll 
eventually come upon it.

[6.13] The Grox

You'll come in contact with them sooner or later, and you get to choose
whether you want to destroy them, ignore them, or ally with them.

Ignoring them is rather simple. Don't attack their ships ever. EVER. 
Just don't do it. As soon as you do, you'll be in a war that you CANNOT
get out of (they don't offer peace treaties). If one of your allies 
contacts you about Grox space probes on the planet, ignore it. Even
though they are at the center of the galaxy, they can still launch many
raids on your planets. So just don't ever mess with them. Ever.

Allying with them is tough, mostly because they are resistant to most
diplomatic methods. Your embassies will only give you a maximum of +10.


[6.14] Dash to the Center
[6.15] Vive le Sol!
[6.16] Collecting
[6.17] Other Things to Do
[6.18] Achievements
[6.19] Tips/Notes

-An easy way to make money is to find a system with a planet with purple
spice, then make it T3, and place a monolith down. Eventually a new 
space stage empire will form, and the planet will have 10 cities. Take 
the planet over, and you will have lots of purple spice.

-If you want to recreate godzilla, take a creature, place it down, and 
use the supersizer. The creature will proceed to attack the city.

-An easy way to take over Grox planets is to use your shield, then fly
around and destroy all the cities with a mega bombs before your shield
runs out.

-The hologram scout can be picked up by an epic creature.

-The number of spice geysers around a colony does not affect its spice 
production

-You can sell and rebuy the same item multiple times to max out the 
"Your trading" relationship boost.

-Many planet sculpting tools such as create rivers and lower terrain are
classified under "harmful tools", and you will receive a diplomatic 
penalty, along with their spaceships attacking you.

-When you sign a peace treaty, most of the negative and positive 
modifiers are reset, apart from the static ones like "we distrust 
strangers". They even forgive things like allied with Grox, and breaking
the Galactic Code.

-The asteroid call button, if directed at a city, deals about the 
equivalent damage as a mega bomb.

-You can place a creature on a planet to stabilize the T-score, then 
immediately abduct it again with no adverse effects.

-If you come across a planet in the civ stage, you could easily abduct
their spice crates that are scattered across their city.

------------------------------------------------------------------------

[7] Other Stuff
Coming Soon

------------------------------------------------------------------------

[8] Version History

6/6/10 0.01 Guide started, template done

6/7/10 0.10 Started cell stage

6/8/10 0.20 Summer! cell stage done, creature stage started, 
spellchecked

6/9/10 0.60 Big update, copyright, creature and tribe stage done, 
civilization started

6/11/10 0.70 Civilization complete

6/12/10 0.80 Space stage started, more to come very soon

6/23/10 0.81 Returned to this guide, reformatted, chipping away at the
enormous space stage section

6/24/10 0.90 Sections 1-9 of space stage done, working on badges

6/25/10 0.91 Wormholes done, workin on the Grox
------------------------------------------------------------------------

[9] Copyright

Credits:
-Thank you Maxis for making another great game
-Thank you EA for making it possible
-Sporewiki, for a few helpful tips and lists
-Me, for waddling over to the computer and typing this

You can post this guide anywhere as long as you:
1) Contact me via-Email. I will say yes (almost always)
2) Don't change the author line at the top. I'm so selfish that I want 
all the credit for myself! But seriously, don't touch it.
3) Don't alter original data. You can add or remove sections, but don't 
change the facts I've written.

Sites that can post this guide:
Gamefaqs
Neoseeker
Supercheats

Contact: Remanemporor2@live.com